A tower built on the floor of the sea south of the Arrapago Islands for reasons unknown, the peak of the Arrapago Remnants can be seen on the Silver Sea route to Al Zahbi and the route to Nashmau as its spire rises ominously from the surface of the sea. At the top of the ruins lies the Armored Chariot, but the tower itself is home to such power that any who enter are stripped of their armor and abilities, discouraging most mercenaries from entering this tower filled with the Lamiae, Merrows, and Acroliths.

Note: Cell drops on floors one through five are highly affected by Treasure Hunter. It is highly recommended to have a thief present when running in this area.

Suggested Strategy

Drop rate on Qutrub is low (1/4 - 1/3) for both Head/Neck and Weapon cells, it is not recommended to kill more than a handful. Plan wisely to conserve your time on future floors; if you teleport up from either of the west paths here you will be able to fight up to six more Qutrub on the second floor. Additionally, the west path on the third floor has seven more Qutrub.

An armoury crate appears near the entrance which contains 10 cells deposited into the treasure pool upon opening.

Suggested to farm Lamia only for magic, MP, abilities and WS, using Sneak and Invisible (and ensuring no one is below white HP) to avoid Qutrubs after killing the amount desired.

If enough Monks are present, you can divide into two groups, one for east wing farming and one for west wing farming.

Treasure Chests contain mainly Dusty Ethers, Strange Milk and many of Hermes Quenchers. This flee is very useful for when you need to flee to the teleport after farming, and even more useful for keeping up with Qiqirn Treasure Hunter on the following floors. Like the other temporary items, each person can only hold one at a time.

One strategy that works with the Princess Pudding is to clear the room first then kite him around the 4 pillars in the room. He is a BLM mob and will occasionally stop and start casting Quake. Just don't get caught. Odds are that you won't have anyone with Provoke unlocked yet, so this is an interesting kite opportunity. DoT spells are quite useful.

If meleed, he runs away, then stops periodically to use a WS and cast another spell, gradually making his way up onto the teleporter to the next level and eventually warping out. Saving TP helps to defeat him in time.

If the player with hate runs out of casting range, he will follow rather than move toward the teleporter, which makes soloing him with DoT possible.

Sometimes he will move to teleporter and warps away, even if you are out of range.

When not attacking they move back and forth on a (very long) path between their starting location and the teleport you enter from.

Hermes Quenchers from chests are useful for hitting the NM as it runs or catching up to it once it starts running.

DoT spells are important to prevent the NM from regenerating while it is unclaimed. Note that recasting Bio II before it wears off will not extend the duration, you need to wait for it to wear first.

Typical strategy involves sending one or more mages to the teleporter up to aggro the NM with synchronized nukes and then DoT while the rest of the group waits for the NM to come to them, either at the start of the level or ideally further in if some of the rooms have been cleared.

Another strategy involves the entire party going to the teleporter room. After engaging the Qiqirn Treasure Hunter, the party lines up along the North wall (on North Path, South wall on South Path) in the teleporter room, with no one following. The qiqirn will run away, then turn around and come back to you (DoT must be kept on). As long as no one leaves the room, the qiqirn will return every time until it dies.

Frequently drops Qiqirn Mines along its route which do 50 AoE damage (reduced by Shell) upon exploding.

As the Qiqirn TH NM on floor 3, it will often deaggro and run away. It is best to wait at either end of its path (the starting point of the floor or the teleport to the next floor) where it will often stop before turning back.

As the Qiqirn TH NM on floor 3, it will often deaggro and run away from one teleport to other. Since in that floor the way between both teleports is short and empty of mobs, a good way to kill it is just "full attack" it and follow it all time until it dies.